--- Log opened Sun Sep 04 00:00:19 2016
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01:32 < DGMurdockIII> day 7 still no channel topic
01:33 < DGMurdockIII> Itms, ping wake up
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02:42 < WildfireBot> News from 0adsvn: Ticket #2160 ([PATCH] Regicide game) updated
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09:09 < Imarok_afk> @notes
09:09 < WildfireBot> Imarok_afk: I currently have notes waiting for _kali, fatherbushido, Imarok, leper, and light94.
09:09 < Imarok_afk> @note Imarok
09:09 < Imarok_afk> @notes Imarok
09:09 < WildfireBot> Imarok_afk: Sent 12 hours and 31 minutes ago: Through warning -> Throw warning, Sent 12 hours and 31 minutes ago: no selected_column_order is set -> selected_column_order is not set, and Sent 11 hours and 52 minutes ago: trailing whitespace
09:28 < fatherbushido> @notes fatherbushido
09:28 < WildfireBot> fatherbushido: Sent 12 hours and 50 minutes ago: maked -> made
09:29 < WildfireBot> News from 0adsvn: capturabletest.2.diff attached to Ticket #4149
09:29 < WildfireBot> News from 0adsvn: Ticket #4149 ([PATCH] Capturable component test) updated
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10:35 < WildfireBot> News from 0adsvn: Changeset [18695]: Fixes a copy paste error introduced in r17974 for a roman hero aura, ...
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12:51 < WildfireBot> News from 0adsvn: Ticket #4189 (Capture attack doesn't work for unit with a buildingAI) created
12:55 < bb_> that one is very related too #4000 as the same happens when u give ships a melee attack (and IMO 4000 needs to be fixed with that in mind)
12:55 < WildfireBot> #4000 (Don't use BuildingAI for ships or siege tower) – http://trac.wildfiregames.com/ticket/4000
12:57 < fatherbushido> bb_: melee + buildingAI is a (but not so) different problem as capture + buildingAI
12:57 < bb_> true
12:57 < bb_> but needs same fix
12:57 < fatherbushido> sure
12:58 < bb_> ranged stuff from buildingAI --> attack.js
12:58 < bb_> (and maybe merge that with the ranged logic from attack itself)
12:58 < bb_> and call those functions from unitAI or buildingAI
12:59 < bb_> so unit/buildingAI chooses attck type
12:59 < bb_> and that does not matter if it is melee or capture
12:59 < bb_> (so fixing one fixes the other too AFAIK)
13:00 < fatherbushido> I think i agree :p
13:00 < fatherbushido> But perhaps we miss something
13:00 < bb_> (buildingAI just overrules UnitAI atm)
13:00 < fatherbushido> Yes
13:01 < bb_> and unit's shouldn't have unitAI + buildingAI
13:01 < fatherbushido> Why ?
13:01 < bb_> cuz then we have such problems :P
13:01 < bb_> they do almost the same
13:02 < bb_> and so will overrule eachother
13:02 < fatherbushido> How all that is related or conflicts with the current state of #252 ? Shouldn't all that fix before ?
13:02 < WildfireBot> #252 ([PATCH] Gameplay Scripting: Entity and Actor coding for Secondary Attacks) – http://trac.wildfiregames.com/ticket/252
13:02 < fatherbushido> fixed
13:02 < bb_> i prefer 252 fixed before
13:02 < fatherbushido> :p
13:03 < bb_> cuz we then can fix 4000 with that in mind
13:03 < bb_> so we don't fix things twice
13:04 < bb_> (and only some "ends" (like ship ramming) can't be done for 252 atm)
13:04 < bb_> the main part is ready
13:04 < fatherbushido> Well i need to read again logs about those many times discussed stuff
13:05 < bb_> XD
13:05 < bb_> 4000 will be a rewrite of the ranged stuff from attack.js
13:06 < bb_> (but from proper testing it needs 252)
13:06 < bb_> and 252 can only be finalised with 4000
13:06 < bb_> so fix 252 partially first
13:06 < bb_> and do 4000
13:06 < bb_> and then do ship ramming
13:07 < bb_> (that was my plan)
13:07 < bb_> ...
13:11 < bb_> 252 needs mainly good balance schema (which unit get an secondary attack and how strong should the be?)
13:14 < fatherbushido> Imo, it's too late for a21, but then I will review it (as in tracking all the possible issues).
13:16 < fatherbushido> (imo only few units should have a melee and a range attack, mainly boats and perhaps some specific units, but all that doesn't matter for the moment).
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13:16 < bb_> true
13:17 < bb_> but many ppl on forums screeming for daggers for all ranged inf
13:18 < bb_> some hero's should get a secondary attack + roman swordsman + elephants at least
13:18 < bb_> (and a few champs like that persian one)
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13:19 < bb_> for that the hero's are the most work
13:20 < fatherbushido> anyway your patch will be usefull for modders
13:20 < bb_> (and not forget sele spearmen)
13:20 < bb_> true
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13:25 < elexis> fatherbushido: why isnt #2524 committed?
13:25 < WildfireBot> #2524 ([PATCH] Clean obsolete / broken art files) – http://trac.wildfiregames.com/ticket/2524
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13:27 < echotangoecho> I think I will give up on trying to get cmake to work with 0ad, it's not worth the pain
13:27 < echotangoecho> just spent the whole day trying to get pch's to work
13:28 < echotangoecho> and I got them to work, but it broke the ability to use code completion in QtCreator, which was the main reason for me to try cmake
13:30 < fatherbushido> elexis: niektb should do it :p
13:38 < elexis> fatherbushido: if I recall correctly, you bounced that "he should commit it" back and forth some iterations already
13:45 < elexis> can I threat with committing it and saying that you both reviewed it? :P
13:47 < fatherbushido> Perhaps we should look again if there is no conflict where the stuff you removed/merge (sprites stuff)
13:48 < fatherbushido> where -> with
13:51 < elexis> you -> someone else
13:51 < elexis> :P
13:51 < elexis> oh you mean the removal of the wheat stone theme?
13:52 < fatherbushido> yes
13:52 < elexis> why?
13:52 < fatherbushido> dunno i saw the sprites word
13:52 < fatherbushido> :p
13:52 < elexis> the file common/sprite1.xml doesnt exist anymore indeed
13:52 < elexis> ah lel
13:52 < elexis> indeed
13:53 < elexis> that clean obsolete art patch indeed removes only 4 elements of the wheat theme, while all of them had to be nuked, so that part of the file had been committed laready
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14:00 < WildfireBot> News from 0adsvn: FormationsWip created
14:01 < Yves`> Itms: any feedback to this very early WIP draft for a formation concept? ^
14:07 < Yves`> (or anyone else...)
14:08 < WildfireBot> News from 0adsvn: Ticket #2524 ([PATCH] Clean obsolete / broken art files) updated
14:10 < elexis> (I'll take a look after the release, as that one might be imminent and there are still a lot of patches to review)
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14:25 < WildfireBot> News from 0adsvn: FormationsWip edited
14:28 < fatherbushido> Yves`: I agree to not choose Approach B
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15:06 < cc__> Yves`: an other advantage of being able to mix units in a formation is the square like in AoE : weak units (support units, healers, kings, archers) are in the center and the tank units are on the edges
15:08 < cc__> I would like to see a libre RTS project using approch B one day though
15:09 < Yves`> I've liked playing battle for middle earth which used such a battalion system
15:10 < cc__> Yves`: rise of legends also
15:10 < Yves`> but I think it doesn't work so well for us
15:10 < cc__> but I'd like to see a libre clone of the total wars games one day, it seems much more strategic than AoE-like gameplay
15:10 < cc__> anyway
15:11 < cc__> Yves`: is there a morale system already ?
15:11 < Yves`> I've started describing one on that wiki page
15:13 < cc__> Yves`: ok, because I think we must first think about "how will morale work" before thinking about "how will morale work in formations"
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15:14 < Yves`> in the current design, battles will nearly always happen in formations, so that's pretty much the same
15:15 < Yves`> morale is only a thing for formations, although individual units take over the morale values from the formation when it gets disbanded (but it doesn't have any effect until another formation is formed)
15:17 < cc__> Yves`: about the column formation, why not make it manual instead of automatic ?
15:17 < cc__> like giving a speed bonus and defense malus in column, and a speed malus and defense bonus in battle formation
15:18 < cc__> and then the player chooses
15:18 < Yves`> do you mean for moving large distances or something else?
15:18 < cc__> Yves`: yes
15:19 < Yves`> the difficult question is what to do if a formation too large to fit through a narrow gap
15:19 < cc__> when you need to move quickly you put them in column, when you need to move safely (in the middle of a battle) you keep them in combat formation
15:20 < cc__> Yves`: in reality I guess the units would break formation temporarily
15:21 < cc__> but I suppose it would be too difficult to implement this as an automatism
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15:21 < cc__> the unit AI would have to detect the bottleneck
15:21 < Yves`> yes, usually there's not just one narrow gap, but a set of possible paths with more or less of these gaps
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15:23 < Yves`> we could also just refuse to accept move orders if the formation can't find a path wide enough for the formation footprint and visualize it in some way
15:24 < Yves`> but we'd still need one formation (like the column) that is smart and adjusts somehow
15:24 < cc__> Yves`: yes but what if we are on a crazy map like pyrenean
15:25 < cc__> where the only way to get to the enemy is to pass through a 2 unit wide bottleneck
15:27 < Yves`> there has to be at least one formation that adjust flexibly to such conditions and it probably needs some kind of fuzzy logic
15:27 < cc__> can we imagine a system where a formation splits in two
15:27 < cc__> with an "origin" formation and a "destination" formation
15:27 < fatherbushido> (just for information, don't know if it's related #3280)
15:27 < WildfireBot> #3280 ([PATCH] Formation pathfinding should take obstructions into account.) – http://trac.wildfiregames.com/ticket/3280
15:27 < cc__> and the units going from one to an other one by one
15:28 < cc__> that would allow to keep some sort of logic if the units are attacked
15:28 < cc__> while the formation goes through the bottleneck
15:30 < WildfireBot> News from 0adsvn: Changeset [18696]: Template manager cleanup. Patch by leper, refs #2951. Move an early ...
15:30 < WildfireBot> News from 0adsvn: Ticket #2951 ([PATCH] Dynamically generate templates for special entites) updated
15:31 < cc__> like you've got a 4-men wide roman column that wants to cross the pyrenea
15:31 < cc__> touching the bottleneck would create an empty formation on the other side
15:32 < cc__> the units would go through and fill the destination formation one by one
15:32 < cc__> if the romans are attacked both from the front and the rear
15:33 < cc__> it will just be one formation fighting in the front and and other fighting in the back
15:33 < cc__> the first one slowly increasing in numbers and the second one slowly decreasing in numbers
15:33 < cc__> and the units that are in the process of passing through the bottleneck are not counted
15:34 < cc__> they "exist" only when they are part of the formation
15:35 < cc__> now for the question "which way should the pathfinder choose"
15:36 < cc__> I would say that by default the pathfinder should choose the way that allows the whole formation to pass without any trick like this
15:36 < cc__> so the 4 men wide path
15:36 < cc__> and making a "ballsy move" like that should be the choice of the user
15:37 < cc__> and he should have a way to "force" the decision of the pathfinder somehow
15:37 < cc__> well it's just an idea
15:37 < Yves`> it would probably still need some fuzzy logic because you would not want the formation to run around the whole map when there's a very short and direct path that is just a little bit too narrow
15:38 < WildfireBot> News from 0adsvn: Ticket #2951 ([PATCH] Dynamically generate templates for special entites) updated
15:39 < Yves`> I'll ask Itms about that, he has much more experience with the pathfinder
15:39 < cc__> Yves`: there should be a way to tell to the player "we won't make you go through this pass by default, but if you really think it's worth it, do it at your own risk"
15:40 < cc__> maybe have a button "safe pathfinder" vs "ballsy pathfinder" in the formation
15:41 < cc__> with "ballsy pathfinder" displaying the face of hannibal as an icon :D
15:41 < cc__> just kidding
15:42 < cc__> Yves`: as for the "formations can change their orientation nearly instantly" > are you sure we want this for syntagma ?
15:43 < Yves`> that just meant "even if ..." or "even for those formations which ..." and didn't mean all formations turn nearly instantly
15:43 < WildfireBot> News from 0adsvn: 2951_git_commits.7z attached to Ticket #2951
15:44 < cc__> ok
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15:50 < cc__> Yves`: concerning the morale, why not have the units influenced by what they see rather than what happens to them ?
15:52 < cc__> I'm asking this because if a formation is running away to recover and regen their morale without being hit, and there's a cavalry charge at them, they will recover before the cavalry starts dealing damage
15:52 < WildfireBot> News from 0adsvn: 2951_template_subsets_v2_without_committed_cleanup.diff attached to Ticket #2951
15:52 < cc__> if I understand properly
15:52 < cc__> I would prefer a unit being influenced by what happens within her vision range
15:53 < Yves`> cc__: the idea is that units stay a while in panic mode, so you can't just pull them back a few meters and attack again
15:54 < Yves`> I mentioned 50% morale that must be regained before they recover
15:54 < Yves`> so you can still hunt them with cavalry
15:56 < Yves`> also there's this, which is essentially something in their range affecting their morale: "The battalion has a range. If another allied battalion within that range changes to panic mode, this also reduces the morale of the current battalion."
15:57 < Yves`> having dinner now, I'll be back later
16:01 < elexis> @tell niektb why isn't 2524 committed?
16:01 < WildfireBot> elexis: Command understood.
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16:26 < Yves`> cc__: ... and there are auras which can also influence morale
16:32 < FeXoR> Hi elexis! You mentioned to change the starting forest in Scandinavian Meadows. Why? (I will rotate the starting resources so the forest is on the side where the angle between roads is biggest. Otherwise I'm fine with the forests.)
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16:34 < elexis> everyone should just have at least one forest to gather from
16:34 < elexis> if one doesnt have anything while all others have inf, thats not really balanced
16:35 < elexis> other than that i was fine with the map
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16:42 < FeXoR> elexis: Everyone has a stating forest. Maybe you mean it doesn't contain enough wood? (Checking if I uploaded the last version with the forest...)
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17:10 < WildfireBot> News from 0adsvn: Ticket #4053 ([PATCH] Building spidermonkey on GCC 6 results in segfaults in the Garbage ...) updated
17:16 < elexis> FeXoR: you mean this one https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=11625 ?
17:18 < FeXoR> elexis: Yes. (Players start positions should have small forests about the size - but not the shape - of the groves with watchtowers)
17:18 < FeXoR> I can increast the number of trees therein but not that much
17:18 < FeXoR> (For the iberian walls will cause problems otherwise)
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17:20 < elexis> http://pastebin.com/P7vyyES8 this generation seems really bad
17:20 < niektb> hey there
17:20 < elexis> hi niektb
17:20 < elexis> (with regards to being dead at the beginning)
17:24 < elexis> and it doesnt really make a difference if you give one player 20 or 40 initial trees if the other ones have 10k
17:25 < niektb> hi elexis
17:25 < elexis> so perhaps one could just place the CCs near the forests somehow
17:25 < niektb> elexis: uh, because I forgot :o
17:26 < elexis> niektb: I'd commit Two Seas if you dont disagree, replacing the muskox by wildebeest can be done in the XML
17:26 < niektb> elexis: yeah well, it's so empty...
17:27 < niektb> (as in 'not a lot of detail')
17:27 < elexis> I had that issue more with the corinthian isthmus (4) one
17:27 < niektb> (although the performance impact would be huge there)
17:27 < elexis> that looked too boring / repetitive / missing stuff
17:28 < elexis> but I found two seas appealing, and its not unrealistic to have vast grassed areas
17:28 < niektb> Two Seas is a lot worse IMO actually
17:30 < elexis> perhaps we can at least commit the current state and leave the ticket open? since the map is already committed and complete bs
17:30 < niektb> (but yes, Cor Ist has quite a bit of empty spaces)
17:31 < niektb> elexis: that could be ok
17:33 < FeXoR> elexis: Yea. Sometimes the area with the target height for start locations is quite small (like 10% of the map). Players will wind up quite close to each other. Analysing the map and adjusting the height before placing start locations could fix that, at least partially
17:34 < elexis> FeXoR: perhaps one can change the arguments before the terrain generation?
17:35 < FeXoR> elexis: Or that, yes.
17:35 < elexis> like if the mapsize > 256, ensure that numPlayers * initial_territory_size < area where CCs are placed
17:35 < elexis> somehow
17:36 < FeXoR> elexis: Oh, actually no ;/ The problem comes mainly from the exponential height change which is hard coded. I will make it an argument.
17:36 < elexis> niektb: Ive written a bicubic heightmap interpolation patch, but that doesnt fix the resolution issues at all
17:40 < niektb> Is it a proper algorithm? :P
17:40 < elexis> yes
17:40 < elexis> but I think the problem might come from the heightmap data itself then
17:40 < elexis> #4174
17:40 < WildfireBot> #4174 ([PATCH] Heightmap interpolation) – http://trac.wildfiregames.com/ticket/4174
17:41 < elexis> it didnt have any change at all somehow :S
17:41 < elexis> I'd like to commit multiple of _kalis maps before the release, I didnt find them that bad
17:44 < FeXoR> elexis: Kk. Taking a look at it.
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17:46 < FeXoR> (I wonder why you don't use arrays for the naighbor tile informations ^^)
17:47 < niektb> elexis: marmara and bahrain are good to go on my end
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17:47 < FeXoR> (Is MIT compatible with GPL? I Thought not?!)
17:47 < elexis> niektb: gogo ngorongo
17:47 < elexis> FeXoR: if its rewritten then we can claim its our own
17:47 < echotangoecho> elexis: not really
17:47 < niektb> elexis: meh, not that one
17:48 < echotangoecho> but then again, I am not a lawyer
17:48 < elexis> niektb: whyyyyyy we played it already and had fun
17:48 < FeXoR> Kk ;p (Not sure if that's really OK though ^^)
17:48 < elexis> echotangoecho: progress bar patent?
17:48 < echotangoecho> what?
17:48 < echotangoecho> what do patents have to do with copyrights
17:49 < FeXoR> (AFAIKS it's just a 2D implementation of splines so we can just write it ourselves)
17:50 < elexis> echotangoecho: bullshit claims :P
17:50 < niektb> elexis: it's soooo ugly
17:50 < elexis> niektb: noooo
17:50 < echotangoecho> elexis: I can't say I really like patents, but copyrights are ok
17:50 < niektb> elexis: if anything I would port Miletus Penninsula over to vanilla
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17:51 < elexis> link?
17:52 < echotangoecho> but elexis, I was just saying that rewriting something doesn't magically make it your own
17:53 < echotangoecho> copyrights are a difficult topic though :/
17:54 < elexis> FeXoR: can you take a look at ngorongo?
17:54 < FeXoR> elexis: Hm, one thing at a time, plz ;p
17:56 < elexis> http://i.imgur.com/Y5Ygpys.jpg
17:57 < niektb> elexis: https://github.com/JustusAvramenko/delenda_est/commit/12067336dff9fb744933c4474382ea15c858f70c
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17:59 < FeXoR> elexis What's the problem with that map? (Other than some might find it "ugly" ^^)
17:59 < elexis> dunno, played it and liked it
18:00 < FeXoR> Looks good to go for me (If that heightmap interpolation is fixed if used OFC.)
18:01 < niektb> :(
18:01 < elexis> that specific map doesnt look like it has a ehightmap interpolation issue
18:02 < elexis> that snow map has it even with mapsize 3, you can see a stair-effect there
18:04 < FeXoR> niektb: What's up? ^^ Do you really find that map so ugly?
18:04 < niektb> yeah it is!
18:04 < FeXoR> niektb: Well, you don't have to play it ;p
18:05 < FeXoR> (And still "ugly" is not a property of a thing but a lable an entity - like e.g. niektb - attaches to a thing ^^)
18:11 < FeXoR> elexis: BTW, that interpolation is the same as an image resamle(resize) algorythm (with only one color/grayscale). So there should be several GPL compatible code fragments out there.
18:13 < elexis> niektb: IMO it's provide new content or a new content management system :P
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18:16 < FeXoR> elexis: Just to make sure: Which artifacs you are talking about in Howe Sound (Medium)? The edgy water border/shore?
18:17 < elexis> yep
18:18 < FeXoR> Kk. Also ridges appear under water that don't look like a feature ^^
18:20 < niektb> grmbl, it's like creating a messed up game and then saying
18:20 < niektb> 'you don't need to play the game if you don't like it...'
18:20 < niektb> :P
18:21 < elexis> hmm, seems like only the small mapsize has that problem, not the normal mapsize
18:23 < elexis> (the large mapsize also has that issue, so its wrong for all sizes less or greater than the provided heightmap size)
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18:29 < FeXoR> niektb: What does "nessed up" mean? ^^
18:29 < FeXoR> *messed
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18:31 < niektb> FeXoR: broken/boring/whatever
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18:32 < FeXoR> niektb: Boring again isn't a property of the game. Whatever is unspecific. ...and that map is not broken!
18:32 < niektb> FeXoR: notice the ':P'
18:32 < FeXoR> niektb: Yea. It's more like I forgot one in my last line ;p
18:33 < elexis> niektb: Miletus Penninsula seems okayish, though nothing new or exicting in there, seems like a ripoff of the other acropolis and related maps
18:34 < niektb> elexis: yeah, I know. I was just searching for an alternative to Ngorogongo
18:35 < elexis> Yves`: any opinion on http://i.imgur.com/Y5Ygpys.jpg ?
18:35 < elexis> erik_feneur: ^
18:36 < FeXoR> (Yes, plz always use the link to the imige file itself rather than the page it's on.)
18:38 < elexis> bb_: ^
18:38 < elexis> fatherbushido: ^
18:38 < elexis> anyone
18:38 < elexis> xd
18:40 < FeXoR> elexis: I guess the artifcts are the result of an impropper 1st derivative check for continuity. Though it's strange an a "borrowed" implementation...
18:40 < FeXoR> *an -> in
18:41 < elexis> the artifact occurs with and without the bicubic interpolation patch
18:41 < FeXoR> Hm, k
18:48 < FeXoR> ("for (let y = 0; y < mapSize; ++y)" is not safe to use as long as there is TILE_CENTERED_HEIGHT_MAP)
18:48 < erik_feneur> elexis: Not sure what you want me to comment on, buyt I'll try anyway =) Overall looks nice, looks like it's both visually interesting and reasonably balanced as far as I can tell from the image. The depression at a third from the left/about halfway down looks a bit weird/steep edges.
18:48 < erik_feneur> Not sure that area is either visually interesting enough or usable to warrant including.
18:50 < FeXoR> (Calling the second coordinate "z" is "depricated" since saveral years... IMO)
18:51 < FeXoR> Forget about the last line! Wrong file x)
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18:52 < FeXoR> elexis: Why is hmSize = mapSize^0.5 ???
18:52 < elexis> niektb: what part of the map do you feel is ulgy exactly? only the texture transitions?
18:53 < elexis> FeXoR: since the array is 1dimensional
18:53 < Yves`> elexis: it looks interesting and also playable. Having it as a circular map would be better. Something about the lighting looks a bit boring, but maybe it's just that the screenshot wasn't made with shadows and other graphical features enabled.
18:53 < niektb> elexis: that's indeed the biggest issue
18:53 < elexis> Yves`: indeed, all graphics are disabled
18:53 < FeXoR> elexis: Ah, yea, thanks ^^
18:53 < elexis> *effects
18:55 < elexis> Yves`: its a square map since it has imported SRTM data, but I guess we could make that round with some patch
19:00 < elexis> Yves`: http://i.imgur.com/oJGgZux.jpg here with all graphic effects enabled
19:00 < elexis> I gues the terrain would look better if the heightmap interpolation algorithm would actually work
19:01 < Yves`> that looks much better :D
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19:21 < fatherbushido> The map is nice, what's the name and the description ?
19:21 < elexis> ngorongo
19:22 < fatherbushido> ok
19:22 < elexis> -> https://github.com/0ADMods/maps_random_by_kali/
19:22 < fatherbushido> Check if siege can pass before gathering the trees
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19:24 < fatherbushido> Ah, is ngorongo in the geographic area of our game ?
19:24 < fatherbushido> (i wondered the same with amazon)
19:26 < elexis> we made sure that most of the species fits for that region at least
19:26 < fatherbushido> (imo sahel must be the south limit)
19:26 < FeXoR> (Some fiction has to be allowed ^^)
19:27 < fatherbushido> (From my personal pov, idc)
19:27 < fatherbushido> But from our design pov, i wonder
19:27 < elexis> maybe a mars map would be too far fetched
19:27 < FeXoR> Yes, true.
19:28 < FeXoR> (Though maps have an impact only on games on that map. Civs have an impact on all maps. So I don't think we have to be that rigorous with maps as with general game content.)
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19:32 < fatherbushido> Or perhaps some map like this one or amazon should not refer to an existing location
19:32 < elexis> why not
19:32 < fatherbushido> I would be for that
19:33 < erik_feneur> I'd say maps which are not fitting the time period should be in a specific category.
19:33 < fatherbushido> Or something like that
19:33 < elexis> its not fitting the geographic category
19:34 < elexis> there is only one town center and < 10 peopl there
19:34 < elexis> they could have send a ship to cross the ocean and build stuff there
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19:36 < elexis> https://www.youtube.com/watch?v=_lFRxbHZl8A
19:36 < erik_feneur> elexis: Well, geography/time period is more or less the same in this case =)
19:43 < elexis> https://en.wikipedia.org/wiki/Ngorongoro_Conservation_Area
19:45 < elexis> but since those maps depict actual locations, I'd be against renaming them to something
19:46 < elexis> mapfilter "historically inaccurate"? :P
19:46 < FeXoR> No!
19:47 < FeXoR> Sorry ;p
19:48 < FeXoR> I meant: I would be more for the category "Bunus" or "Other" or so. Not that specific about why it's not in the "normal" category
19:49 < FeXoR> (I'm not so found of to many categories to be honest)
19:50 < FeXoR> Most random maps are not historical accurate nore realistic but still deserve to be in IMO. E.g. all symmetric maps. But they are well balanced and good for competitive play
19:53 < erik_feneur> I'm for having actual place names, but keeping them in a category like "Other".
19:54 < elexis> categories should be descriptive though
19:55 < elexis> IMO scenario should lead to scenario maps where the region, civs and timeframe is accurate, and multiplayer/skirmish singleplayermode could lead to all other maps
19:56 < FeXoR> IMO Bonus or Others describe quite clear that it's not the "Main content", not sure ^^
19:56 < erik_feneur> Well, there's usually a need for a "left-overs" category =) Otherwise you end up either with things in categories which aren't fitting or a lot of categories with only one or a few maps in them =)
19:56 < erik_feneur> Well, there might be non-historical scenarios?
19:56 Hi, here I am :)
19:56 Time to update the mirror...
19:56 < elexis> yay
19:58 < elexis> right now we only have the categories "all", "naval", "trigger" (for maps with scripts, not liked by leper) and "demo" (for broken ones)
19:58 < elexis> and "default"
19:58 < elexis> (and IMO those maps are nice enough to be listed under default too)
19:59 < erik_feneur> Well, we don't have to define the final categories now anyway :) We can wait and see what definitions make sense once we are closer to the finished game and no more maps will be added :)
20:00 < elexis> might also be an option to not include them as they dont fit
20:01 < erik_feneur> I guess we could have an official "special maps" mod or something, but either way I don't think we need to make that decision yet :)
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20:02 < elexis> there should be an online repository
20:02 < elexis> we could throw those misfits out then
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21:21 < WildfireBot> News from 0adsvn: Changeset [18697]: Skirmish map Two Seas overhaul by Stan, refs #2881. Adds starting ...
21:21 < WildfireBot> News from 0adsvn: Ticket #2881 (Unfinished Maps) updated
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21:38 < WildfireBot> News from 0adsvn: Changeset [18698]: Fixes immortals technology as it affected also the persian mercenary ...
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23:32 < WildfireBot> News from 0adsvn: Changeset [18699]: Fix broken transparency of the mediterranean mappreview image.
23:32 < WildfireBot> News from 0adsvn: Changeset [18700]: New random map script Marmara by _kali, reviewed by niektb.
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--- Log closed Mon Sep 05 00:00:20 2016